World of Warships: Legends ship guide

Leone

Also called: 狮子 Beta
Italy · Tier V · Destroyer · Premium
SAP destroyerFires SAP instead of AP; farm chunks from agile, smoke-screened spots and pick bite-able targets.
Playstyle
  • Fight at mid-cap range where you can angle in for a SAP salvo and slip back behind exhaust smoke
  • Avoid: Pouring SAP into bow-in or heavily armored targets
Key characteristics
Long torps (11 km)Lobs over islandsSmokeEngine BoostSlow
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Community Data

Leone Community Stats

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Playstyle

Overview

Leone is a Tier V Italian SAP destroyer: her main guns fire high-alpha semi-armor-piercing shells instead of AP, so one good salvo lands a big guaranteed hit on broadsides and superstructures. Lean on agility to pick targets your SAP bites rather than shatters on; the torpedoes are slow and secondary. Exhaust smoke and engine boost cover the approach. Standout traits: best torpedo range in T5 DDs (11 km) and top-decile torpedo reload in T5 DDs (47 s).

Positioning

Fight at mid-cap range where you can angle in for a SAP salvo and slip back behind exhaust smoke. Pick broadsides, soft destroyers, and exposed superstructures where SAP lands full damage; do not trade SAP into the bow armor of an angled cruiser, and use the agility, not concealment, to survive.

Potato Avoidance

Pouring SAP into bow-in or heavily armored targets

SAP shatters on the belt armor AP would pen, so salvos into an angled cruiser are wasted; hunt the broadsides, soft destroyers, and superstructures it bites cleanly, and remember the torpedoes are slow backup, not your primary damage.

Signature Traits

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

ELITE TORPEDOES
  • Long-range torps · 11.01 km
  • Fast torp reload · 47.0 s
High-arc howitzer

Steep impact angle. Shells lob over island cover into targets you can't see directly.

Slow reload

9.0 s reload, worst of T5 DDs. Salvos punish more, but cycle is slower than peers.

Slow for the class

34.0 kt, bottom decile of T5 DDs. Hard to rotate flanks or disengage; commit positioning early.

Acquisition

How to get Leone

Leone is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Early Access. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

Show all 19 containers (16 more)
  • Santa Level 4 0.25% Tier V Premium ship Archived · Santa Level 4 · 1 of 24 ships
  • Winter Big Crate '23 0.25% Tier V Premium ship Common · Winter Big Crate '23 · 1 of 2 ships
  • Super Santa '23 0.242273% Tier V Premium ship Archived · Super Santa '23 · 1 of 22 ships
  • Santa Level 3 0.239583% Tier V Premium ship Archived · Santa Level 3 · 2 paths combined · 1 of 24 ships
    Show 2 paths
    • Santa Level 30.202083%
    • Santa Level 3 → Santa Level 40.0375%
  • Spectral Vault 3.0 0.239565% Tier V Premium ship Archived · Spectral Vault 3.0 · 2 paths combined · 1 of 23 ships
    Show 2 paths
    • Spectral Vault 3.00.21087%
    • Spectral Vault 3.0 → Spectral Vault 4.00.028696%
  • Mystic Lantern 0.2% Tier V Premium ship Event · Mystic Lantern · 1 of 25 ships
  • Mega Santa '23 0.143955% Tier V Premium ship Archived · Mega Santa '23 · 1 of 22 ships
  • Santa Level 2 0.106771% Tier V Premium ship Archived · Santa Level 2 · 4 paths combined · 1 of 24 ships
    Show 4 paths
    • Santa Level 20.058333%
    • Santa Level 2 → Santa Level 30.030312%
    • Santa Level 2 → Santa Level 40.0125%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.005625%
  • Spectral Vault 2.0 0.090043% Tier V Premium ship Archived · Spectral Vault 2.0 · 4 paths combined · 1 of 23 ships
    Show 4 paths
    • Spectral Vault 2.00.06087%
    • Spectral Vault 2.0 → Spectral Vault 3.00.021087%
    • Spectral Vault 2.0 → Spectral Vault 4.00.005217%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00287%
  • Champion's Box 0.047917% Tier V Premium ship Archived · Champion's Box · 2 paths combined · 1 of 24 ships
    Show 2 paths
    • Champion's Box → Santa Level 30.040417%
    • Champion's Box → Santa Level 3 → Santa Level 40.0075%
  • Santa Level 1 0.03437% Tier V Premium ship Archived · Santa Level 1 · 6 paths combined · 1 of 24 ships
    Show 6 paths
    • Santa Level 1 → Santa Level 30.010104%
    • Santa Level 1 → Santa Level 20.00875%
    • Santa Level 10.00825%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.004547%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001875%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000844%
  • Ultimate Crate 0.024227% Tier V Premium ship Archived · Ultimate Crate → Super Santa '23 · 1 of 22 ships
  • Spectral Vault 1.0 0.019108% Tier V Premium ship Archived · Spectral Vault 1.0 · 7 paths combined · 1 of 23 ships
    Show 7 paths
    • Spectral Vault 1.00.008609%
    • Spectral Vault 1.0 → Spectral Vault 2.00.005478%
    • Spectral Vault 1.0 → Spectral Vault 3.00.002109%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.001898%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00047%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000287%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000258%
  • Mystic Box 0.012% Tier V Premium ship Event · Mystic Box · 1 of 25 ships
  • Italian Destroyer Crate 0.01% V Leone Archived · Italian Destroyer Crate
  • Secret Santa '23 0.0009% Tier V Premium ship Archived · Secret Santa '23 · 1 of 22 ships
Official WG availability sources
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates — including pity guaranteed-reward timers and, for Fleet Members, pack math personalized to your port.

Builds Beta

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Cohort position

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Where Leone sits among Tier V DDs (25 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestAP arming threshold20 mm (1 of 6 tied) BestTorpedo range11.01 km (1/25) BestTorpedo reload47 s (1/25) Top 25%Traverse-to-turn ratio6.19 × (6/25) Bottom 25%Fires per minute3.2 (21/25) Bottom 25%Turn-speed retention67.7 hp/m (21/25) Bottom 25%AA range2 km (21/25) Bottom 25%AA threat128 (22/25) Bottom 25%Torpedo speed51 kt (23/25) WorstMax speed34 kt (1 of 2 tied) WorstMain battery caliber120 mm (1 of 8 tied) WorstMain battery reload9 s (1 of 3 tied) WorstAP shell damage2,100 (1 of 6 tied) WorstAP pen at 10 km36 mm (23/23)
See 27 mid-pack stats

Not standouts for Leone -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Hit points15,000 HP(8/25) Concealment6.53 km(13/25) Air detection3.27 km(15/25) Rudder shift3.4 s(11/25) Main battery range10.46 km(13/25) HE shell damage1,700(19/25) HE DPM90,667(11/25) AP DPM112,000(15/23) Main dispersion93.5 m(19/25) AP velocity850 m/s(11/23) HE velocity850 m/s(11/25) Acceleration16.8 s(10/25) Engine power42,000 hp(19/25) Displacement2,289 t(11/25) Power-to-weight18.35 hp/t(18/25) Effective HE DPM (incl. fire)114,767(15/25) AA DPS79(16/25) Torpedo damage≈12,367(18/25) Max armor16 mm(15/25) Deck armor13 mm(12/19) NormAP fuse timer0.01 s(19 of 23 tied at this value) NormAP ricochet start45°(22 of 23 tied at this value) NormAP auto-bounce angle60°(22 of 23 tied at this value) NormTurn speed retained81%(23 of 25 tied at this value) NormCitadel belt16 mm(22 of 23 tied at this value) NormBow armor16 mm(22 of 23 tied at this value) NormStern armor16 mm(22 of 23 tied at this value)
Survivability
Hit Points15,000
Displacement2,289 t
Armor range10–16 mm
Plate armor thicknesses10, 13, 15, 16 mm
Armor material/layer entries24
Fire resistance23.3%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 120 mm/45 Vickers 1924
Mounts / barrels4 mounts / 8 barrels
Reload timeInitial: 8 s → 9 s
Firing range10.5 km
Turret traverse10 °/s
HE fire DPM vs T5 BB24100
Effective HE DPM vs T5 BB114766
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1046330·80.51000+0.5)·30=93.5m
93.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =93.5·0.6=56.1m
56.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =93.5·0.32(σ=2)=29.9m
29.9 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =56.1·0.319(σ=2)=17.9m
17.9 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 8 s base reload = 60. All upgrades (top gun): 8 broadside guns x 60 / 9 s all-upgrades reload = 53.3.
Initial: 60 → 53.3
HE shells
HE Damage1,700
HE Velocity850 m/s
Fire Chance6%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,700 HE damage x 8 broadside guns = 13,600.
13,600
HE DPM
ƒZero upgrades: 13,600 HE full-salvo alpha x 60 / 8 s base reload = 102,000. All upgrades (top gun): 13,600 HE full-salvo alpha x 60 / 9 s all-upgrades reload = 90,667.
Initial: 102,000 → 90,667
Fires/min
ƒZero upgrades: 60 shells/min x 6% fire chance = 3.6. All upgrades (top gun): 53.3 shells/min x 6% fire chance = 3.2.
Initial: 3.6 → 3.2
SAP shells
SAP Fragment Radius
ƒSAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.
7
AP shells
AP Damage2,100
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2000·23.150.69·0.121.07·8501.38=186.4mm. Matches the in-game spec card.
186.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.1 km), where the shell has slowed to 238 m/s: P=107·2000·23.150.69·0.121.07·2381.38=32.2mm.
32.2 mm
AP full-salvo alpha
ƒ2,100 AP damage x 8 broadside guns = 16,800.
16,800
AP DPM
ƒZero upgrades: 16,800 AP full-salvo alpha x 60 / 8 s base reload = 126,000. All upgrades (top gun): 16,800 AP full-salvo alpha x 60 / 9 s all-upgrades reload = 112,000.
Initial: 126,000 → 112,000
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
7
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 2 tubes = 4 tubes
Reload time47 s
Projectile speed51 kt
Range11.01 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=37,100·0.333=12,367.
≈ 12,367
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
13,367
Torpedo detectability1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1 km51 kt×2.6=7.5 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.5 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.2 per hit, shown as 2.2×100=220%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
220%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming157 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 12,367 = 49,468.
49,468
AA Defense
AA mount points4
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (12×3.5×1) + (11×3.5×0.95) = 79. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
79
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
2 km
40 mm/39 Vickers-Terni2×1 40mm
13.2 mm/76 Breda 19312×2 13mm
Medium aura
Guns40 mm/39 Vickers-Terni
Continuous DPS
ƒEffective DPS: 12 raw aura damage × 3.5 × 1 hit probability = 42 - the same in-game units as the Close-range AA DPS headline.
42
Range2 km
Near aura
Guns13.2 mm/76 Breda 1931
Continuous DPS
ƒEffective DPS: 11 raw aura damage × 3.5 × 0.95 hit probability = 37 - the same in-game units as the Close-range AA DPS headline.
37
Range1.2 km
Total DPS in Aura
ƒMedium 42 + Near 37 = 79
79
Maneuverability
Engine power42,000 hp
Maximum speed34 kt
Turning circle radius620 m
Rudder shift time3.4 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.6 kt of 34 kt), from our in-house acceleration model.
16.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.7 kt of 34 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
28.5 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·34.0·0.5144620=1.62°/s, so ratio=ωturretωhull=101.62=6.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.2× slow
Concealment
Detectability by sea6.53 km
Detectability by air3.27 km
Smoke firing penalty2.32 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.53 km
Detect Fire Sea8.53 km
Detect Fire Air6.27 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Choose one
Smoke Generator2 charges · 240 s reload · 26 s emit / 118 s cloud active · 450 m radius
Exhaust Smoke Generator2 charges · 180 s reload · 23 s emit / 35 s cloud active · 450 m radius
Choose one
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Main Battery Reload Booster2 charges · 120 s reload · 15 s active · +50% reload boost
Module options (1)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

ArtilleryUpgrade
  • Base reload8 → 9 s

See all derived stats

Show

All values are ship base stats with modifications and upgrade changes denoted inline.

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Max Horiz Disp93.5 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1046330·80.51000+0.5)·30=93.5m
Shell scatter width @ 5 km52.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km90 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Max Vert Disp56.1 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =93.5·0.6=56.1m
Shell scatter height @ 10 km53.2 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.
Med Horiz Disp29.9 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =93.5·0.32(σ=2)=29.9m
Med Vert Disp17.9 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =56.1·0.319(σ=2)=17.9m
AP Pen Close186.4 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2000·23.150.69·0.121.07·8501.38=186.4mm. Matches the in-game spec card.
AP Pen Far32.2 mm
Same formula at the ship's max firing range (13.1 km), where the shell has slowed to 238 m/s: P=107·2000·23.150.69·0.121.07·2381.38=32.2mm.
AP pen 5 km79 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km36 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius7
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
SAP Fragment Radius7
SAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.
Broadside guns used for alpha8
All 8 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha13,600
1,700 HE damage x 8 broadside guns = 13,600.
AP full-salvo alpha16,800
2,100 AP damage x 8 broadside guns = 16,800.
HE DPMInitial: 102,000 → 90,667
Zero upgrades: 13,600 HE full-salvo alpha x 60 / 8 s base reload = 102,000. All upgrades (top gun): 13,600 HE full-salvo alpha x 60 / 9 s all-upgrades reload = 90,667.
AP DPMInitial: 126,000 → 112,000
Zero upgrades: 16,800 AP full-salvo alpha x 60 / 8 s base reload = 126,000. All upgrades (top gun): 16,800 AP full-salvo alpha x 60 / 9 s all-upgrades reload = 112,000.
Shells/minInitial: 60 → 53.3
Zero upgrades: 8 broadside guns x 60 / 8 s base reload = 60. All upgrades (top gun): 8 broadside guns x 60 / 9 s all-upgrades reload = 53.3.
Fires/minInitial: 3.6 → 3.2
Zero upgrades: 60 shells/min x 6% fire chance = 3.6. All upgrades (top gun): 53.3 shells/min x 6% fire chance = 3.2.

Torpedoes

Torpedo detectability1 km
Estimated torpedo reaction time7.5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed51 kt
Travel time to max range83 s
range / (speed kt x 2.6 community game-speed factor).
Tube count4
2 launchers x 2 tubes.
Per-side salvo4 torpedoes
4 (centerline launchers train across - full salvo to either side).
Full-salvo damage49,468
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 12,367 = 49,468.
Per-side salvo damage49,468
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 12,367 = 49,468.

AA defense

Close-range AA DPS79
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (12×3.5×1) + (11×3.5×0.95) = 79. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index128
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range1.2 km

Armor Beta

Hull HP 15,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern16 mm

Overmatched by 91+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 15–16 mm)2,300 (15% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm11,300 (75% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 13–16 mm)1,700 (11% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 10–16 mm)≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure13 mm600 (4% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP7,500 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
AA mount (40 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP4,500 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

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Balance History

Balance updates affecting Leone. Cards are condensed; use each source link for full context.

Nerf ×4Buff ×7Rework ×4Commander Skill ×2Main Battery ×6
2026-04-30

Ministry of Balance: Viva la Marina!

  • Added an optional upgrade that swaps AP shells for SAP shells.
  • Main battery reload time with SAP upgrade increased from 8 to 9 s.
  • Main battery SAP shells deal 2,350 damage and can penetrate up to 34 mm.
  • Ship HP increased from 13,700 to 15,000 (with saturation adjusted proportionally).
  • Added Main Battery Reload Booster consumable as an option to the same slot as Engine Boost.
  • Number of charges: 2.
  • Cooldown time: 120 s.
  • Duration: 15 s.
  • Improves main battery reload time by 50%.
Read the full official post
2021-08-26

September update: the Redinforcements

  • Exhaust Smoke Generator added to the slot with Smoke Generator as a consumable of choice.
  • Other changes:
  • Exhaust Smoke Generator duration increased from 17 to 20 seconds.
  • equipped with it (Montecuccoli, Trento, Zara, Amalfi), along with its dispersion time being increased from 30s to 35s.
  • At the same time, secondary guns aiming priorities were changed. Now enemy destroyers are more likely to be chosen as a target in case there are two or more options for the attacks.
  • Buffs:
  • Before It's Too Late – bonus to torpedo detectability increased:
  • Flank Speed – penalty to rudder shift time changed to +3% instead of +5%.
  • Marksmanship – penalty to rudder shift time on level 4 changed from +10% to +5%.
  • Mortar – penalty to destroyer's visibility is now same on every level at +4% instead of 5-10% range.
  • +4 more official change lines in the source post.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Leone can equip, from in-game data.

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.